Table of Contents

Configuration & Optimizations


The Configuration and Optimizations group of the Fog Of War World inspector — settings that control when and how revealers are processed. Labels match the inspector; the code field name is noted where it differs. For the broader tuning guide, see Optimization.

Update Method

Controls where in the frame the fog work happens.

Option Description
Update Work happens in Update.
Late Update Work happens in LateUpdate. (Default.)
Start In Update, Finish in Late Update Jobs start in Update and complete in LateUpdate, giving the Burst line-of-sight jobs the most time to run before being forced to finish.
Tip

Start In Update, Finish in Late Update is often the fastest, because it lets the multithreaded line-of-sight jobs run across the frame instead of blocking.

Revealer Update Timing

(Code: RevealerUpdateMode) Controls how often revealers recalculate.

Option Description
Every Frame Every revealer recalculates every frame. Most accurate, most expensive.
Time Spliced Revealers take turns — only Num Revealers Per Frame recalculate each frame. (Default.)
Manual Updates No revealer recalculates automatically; you drive updates in code with revealer.ManualCalculateLineOfSight().
Property Type Default Description
Num Revealers Per Frame int (min 1) 25 How many revealers recalculate per frame when using Time Spliced. Code: MaxNumRevealersPerFrame.

Spatial Acceleration

A spatial hash grid that keeps revealer/hider queries fast in large worlds.

Property Type Default Description
Use Spatial Acceleration? bool true Enables the spatial hash grid. Code: UseSpatialAcceleration.
Grid Size int 32 Size of each hash bucket, in world units. Ideal value ≈ 2× your average revealer radius. Code: SpatialHashGridSize.
Table Capacity int 1024 Maximum number of buckets. More = fewer collisions but more memory. Larger worlds / smaller grid sizes need more. Code: NumSpatialHashBuckets.

Staged GPU Uploads

Batches revealer GPU data and uploads it once at the end of the frame.

Property Type Default Description
Use Staged GPU Uploads? bool true Defer revealer GPU uploads to the end of the frame and submit them in one batch. Code: UseStagedGPUUploads.
Scatter Compute Shader ComputeShader (auto-assigned) The compute shader that scatters staged revealer data on the GPU. Code: ScatterRevealersShader.
Important

When Use Staged GPU Uploads? is on, the Scatter Compute Shader must be assigned, or the system warns and falls back to the slower per-revealer path. It is auto-assigned by default.